Originally posted on this page
Source: Pathfinder #43.
The most common haunts are rapping spirits: unquiet dead with just enough substance to produce cacophonous knocking and loud bumps in the night. Adventurers may attempt communication with these intelligent spirits by working out codes to form cryptic messages at the rate of 1d10 words per minute with a successful Linguistics check (DC variessee sidebar). Neutralized haunts of all types may revert to this residual state during their reset period (see sidebar), allowing communication and discovery of their means of destruction.
|Rapping Spirit (CR 1)|
Alignment varies persistent haunt (5-ft. radius)
Caster Level 1st
Notice Perception DC 10 (to hear faint knockings on walls, floor, and furniture)
hp 4; Weakness tricked by hide from undead; Trigger proximity; Reset 1 day
|When triggered, a chorus of agitated raps and blows rings out from nearby hard surfaces as unquiet spirits convey their unrest to the living. All who hear the supernatural knocks suffer a cause fear effect (save DC 11).|
|Depending on their alignment, rapping spirits typically ask for their mortal remains to be laid to rest or for the PCs to seek revenge for their deaths. Fulfilling these requests dismisses the haunts.|
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Pathfinder RPG GameMastery Guide, © 2010, Paizo Publishing, LLC; Authors: Cam Banks, Wolfgang Baur, Jason Bulmahn, Jim Butler, Eric Cagle, Graeme Davis, Adam Daigle, Joshua J. Frost, James Jacobs, Kenneth Hite, Steven Kenson, Robin Laws, Tito Leati, Rob McCreary, Hal Maclean, Colin McComb, Jason Nelson, David Noonan, Richard Pett, Rich Redman, Sean K Reynolds, F. Wesley Schneider, Amber Scott, Doug Seacat, Mike Selinker, Lisa Stevens, James L. Sutter, Russ Taylor, Penny Williams, Skip Williams, Teeuwynn Woodruff.
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